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Redwall Project ('otter than otter 'otroot soup)

I intend to stat up all the races of redwall, some monsters, a couple racial prestige classes, items, and possibly more, in 3.5 D&D. I'll probably be making some base classes like a mystic, seer, or fortune teller for games that want to stay true to the lack of magic feel of redwall (No full casters, no flashy magic, etc), though I think it could also be fun to use normal D&D rules in a Redwall game (Perhaps magic is newly discovered). Feel free to give me ideas, help me balance, and offer critique/encouragement.
I am using some of the ideas Admiral Squish used in his Redwall thread, he's given me the go-ahead.

Edit: Looks like people want me to do a low-magic Redwall like the books, so I'll be re-doing some arcane classes to fit.

Re: Redwall

Mammals

Bat

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(Can't seem to find a good bat image, let me know if you know of one.)
- Bats gain +2 wisdom, -4 strength. Bats are physically weak, but have extraordinary senses.
- Small size
- Base land speed is 20 feet
- Darkvision 60'
- Light Sensitivity
- +4 racial bonus on listen checks. Bat ears are very sensitive.
- Gliding (Ex): A bat can use its wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Bats glide at a speed of 40 feet (average maneuverability). Even if a bat's maneuverability improves, it can't hover while gliding. A bat can't glide while carrying a medium or heavy load. If a bat becomes unconscious or helpless while in midair, its wings naturally unfurl and powerful ligaments stiffen the wings. The bat descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
- Flight (Ex): When a bat reaches 3 Hit Dice, it becomes able to fly at a speed of 40 feet (average maneuverability). Bats can't fly while carrying a medium or heavy load or while fatigued or exhausted. Bats can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Bats are likewise fatigued after spending a total of more than 10 minutes per day flying. Because bats can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).

When they reach 7 Hit Dice, bats have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. Bats with flight can make a dive attack. A dive attack works like a charge, but the bat must move a minimum of 30 feet and descend at least 10 feet. A bat can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A bat with flight can use the run action while flying, provided it flies in a straight line.

Image from Ursulav
- Hamsters gain +2 to charisma, +2 to wisdom, and -2 to dexterity. Hamsters have charismatic golden fur, and have a natural affinity for the world around them, but lack quick reflexes.
- Medium size
- Base land speed is 30 feet
- +2 racial bonus on Diplomacy checks
- Gains skill focus feat of his choice at first level. This feat can never be changed.

Hares:

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Image from Kaiser Flames
- Hares gain +2 charisma, +2 dexterity, and -2 wisdom. Hares are charismatic and quick, but lack common sense
- Medium size
- Base land speed is 40 feet
- Hares can kick powerfully with their hind legs, giving them a slam attack for 1d6 damage with 1 1/2 strength bonus to damage
- +2 Racial Bonus to Hide, Jump, Listen, and Move Silently checks
- Enormous appetite: Hares require twice the amount of food as other beasts their size. If they go 2 hours without eating, they take -1 to all checks until they eat again.
- Base languages: Common

Hedgehogs:

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Image from Chichapie
- Hedgehogs gain +2 constitution, -2 dexterity. Hedgehogs are sturdy and tough, but slow
- Medium size
- Base land speed is 20 feet
- +1 natural armor bonus
- Spikes: Any beast attempting to grapple a hedgehog (except another Hedgehog) takes 1d6 piercing damage.
- Curl: As a standard action that provokes attacks of opportunity, a hedgehog can curl up into a ball, providing an additional +2 natural armor bonus to AC (stacks). Unrolling is a free action that doesn’t provoke attacks of opportunity. A hedgehog cannot voluntarily move while curled up into a ball, but doesn’t lose its Dexterity bonus to Armor Class and can still be moved by other means, such as gravity or being pushed. The curled hedgehog automatically fails grapple checks, but enemies grappling it must make a Reflex save (DC 10 + 1/2 the hedgehog's HD + its con modifier) or take d6 + HD/2 d6 points of piercing damage. The hedgehog cannot attack while in a ball, unless it is rolled into another creature, who must make a reflex save as if it were trying to grapple the hedgehog, taking damage if it fails. The hedgehog is able to see where it's going.
- Cannot wear normal armor, all armor for hedgehogs must be custom-made, and of at least masterwork quality.
- Base languages: Common

Hedgehog feats: Rolling 'hog:
-Prerequisite: Hedgehog race.
-Benifit: A hedgehog may move at its base land speed while in a defensive ball.

Mice:

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Image from Chichapie
- Mice gain no ability modifiers.
- Small size
- Base land speed is 20 feet
- All skill ranks cost 1 skill point for mice to purchase, even if they're cross-class. The maximum number of ranks remains the same
- Mice gain one additional feat at first level
- Base languages: Common. Bonus languages: Any
- Mice gain four bonus skill points at first level, and another one each level thereafter.
- Mice gain a no natural attacks

Moles:

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Image from Skia
- Moles gain +2 wisdom, -2 intelligence. Moles are bastions of sensibility, but generally lack book smarts.
- Small size
- Base land speed is 20 feet, burrow 20 feet
- Moles gain a natural claw attack dealing 1d4 piercing or bludgeoning damage.
- Difficult speech: Moles have to spend twice as many skill points as another race to learn a new language. They can spend the normal amount, but take a -4 to charisma-based checks using that language.
- Darkvision 60 feet
- +4 to spot and search checks to notice unusual stonecutting.
- Moles use wisdom instead of intelligence as the key skill for Craft, Disable Device, Knowledge (Engineering and Architecture), and Knowledge(Geography)

Mole Feats:Tingling Claws:
-Prerequisite: Mole
-Benefit: The mole gains SLA's based on its HD, listed on the table below.

- Sea Otters gain +2 strength, +2 constitution, and -2 to two mental stats, choice made at first level. Sea Otters are hardier than their river cousins.
- Medium size
- Base land speed is 30 feet, swim speed 30 ft
- Sea Otters can hold their breath for 6 times their constitution modifier
- Sea Otters are proficient in Profession(Sailing), and gain a +2 to all such checks.
- Sea Otters gain a +8 racial bonus on swim checks, and can always choose to take 10, even if rushed or threatened.
- Sea Otters gain a natural tail attack that deals 1d4 damage
- Base languages: Common

Shrews:

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- Shrews gain +2 dexterity, -4 strength. Shrews are agile fighters, but their size makes them lack strength.
- Small size
- Base land speed is 20 feet
- Mob tactics: A shrew gains a +1 bonus to attack, and a +2 bonus to damage for every ally adjacent to it. Shrews gain +2 damage in addition to +2 to attack when flanking an enemy. Also, Shrews using aid another give a +4 bonus, rather than a +2 bonus.
- Shrews gain a racial +4 on swim checks.
- Shrews gain a +2 on all survival checks on rivers or oceans.
- Shrews consider Profession(Sailor) to be a class skill, and gain +2 bonus to it
- Base languages: Common

Image from AllSwansAreWhite
- +2 Dexterity, -2 Intelligence, -2 Strength. Tree Rats are nimble, but simple, and generally weak.
- Small size
- Low-light vision
- Base land speed is 20 feet, climb speed 30ft
- Suffers -2 penalty on all rolls to resist fear effects or intimidation in the presence of fire. Suffers a -1 to all other rolls in the presence of fire.
- Tree rats uses their Dexterity modifier for, and gain a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
- Tree Rats gain a +2 racial bonus on Hide and Move Silently checks, which increases to +4 in forested areas.
- Weapon Familiarity: Tree Rats treat nets and blowguns as martial weapons rather than as exotic weapons.

Proficiencies: The Badger gains proficiency with all simple and martial weapons, a single exotic weapon decided at first level, light and medium armor, and shields.

Class Features:

Badger Body: A badger is a medium-sized animal with a base land speed of 30'. It has low-light vision, scent, and a natural armour bonus equal to its constitution bonus. Badgers gain two slam attacks that deal 1d6+strength damage. (It may not attack with a slam on the same turn it attacks with a weapon held in that paw.)

Powerful Build: At first level, a Badger gains Powerful Build. The physical stature of Badgers lets them function in many ways as if they were one size category larger. Whenever the Badger is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Badger is treated as one size larger if doing so is advantageous to him. A Badger is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Badger can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Badger Weapon: Upon reaching 2nd level the badger has become familiar with a weapon he will most likely use for the rest of his life. Choose a weapon you are proficient with. You gain weapon focus with that weapon, and may take fighter feats that center around that weapon as if you were a fighter of your HD.

Stability: Badgers are exceptionally stable on their feet. They gain a +4 racial bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.

Grip of Death: By 3rd level the badger is exceptionally skilled at wrestling foes to the ground. They receive a +4 racial bonus to all grapple checks.

Confident Leader: Badgers naturally draw the admiration of those around them, and creatures follow where they lead. Badgers, and each ally within 10 feet of them, receive a morale bonus against fear (magical or otherwise) equal to the badger's charisma modifier.
This ability functions while the Badger is conscious, but not if he is unconscious or dead.

Bloodwrath: Badgers can enter a state of rage once per day, plus one additional use for every 6 HD it has. This ability is identical to a barbarian's rage, except for the following:
The bloodwrath ends after 4+the badger's constitution modifier rounds. A badger may end his bloodwrath prematurely with a DC 15 Will save.
A badger in bloodwrath must make a DC 15 will save to avoid attacking friends who get in the way of getting to the enemy.
A badger driven to 15% of its total hit points must make a DC 15 will save to avoid entering the bloodwrath involuntarily.

Indomitable: Badgers are steadfast foes who can continue fighting long after they should by rights be dead. Once per week, plus one additional use per every 10 HD, when a badger reaches 0 or less hit points he may enter a special Bloodwrath that does not cost any of his daily uses. For the duration of the Bloodwrath, the Badger acts as if he had positive hit points, and is immune to death from damage. Upon exiting the Bloodwrath, if the Badger is at zero or higher hit points, he falls unconscious until he is restored to full health, and is fatigued for 24 hours following his awakening.
If the Badger exits his Bloodwrath and has negative hitpoints equal to less than half his total hit points, he falls immediately unconscious, and dies if he is not at -10 hit points or higher on the start of his next turn. If he is at or above -10 hit points, he remains unconscious until he is restored to full health, and is fatigued for 42 hours following his awakening.
If the Badger exits his Bloodwrath and has negative hitpoints greater than half his total hit points, he immediately dies.

Worm Flight: Young Sparra can fly 30' with poor maneuverability. Sparra can never fly with anything more than a Light Load

Warrior Flight: Sparra flight is now 30' plus 5' for every 3 HD the sparra has, and their maneuverability increases by one level every 3 HD (Average at 3rd, Good at 6, Perfect at 9th). While flying, Sparra gain +2 AC against ranged attacks.

Strafe: At second level, the Sparra is liable to lunge by to strike at opponents and then dart or flap her way out of range. Treat this ability as the Flyby Attack feat, but it may also be used on land. Movement while using this ability does not provoke attacks of opportunity from an attacked target, but may provoke attacks of opportunity from other enemies.
Provided she utilizes Strafe and moves at least 5' before and after the attack, the Sparra may attack with both claws as a standard action.

Re: Redwall

All right, that should be enough.

Ideas to help differentiate the vermin races, or ideas for racial abilities for others greatly appreciated.
I'm not including wolves, as the only one ever mentioned was the one whose pelt Urgan Nagru wore.
Should I include Beaver, since technically there was one in Redwall the novel?
Should I include Dolphins, Seals, and Sea Lions?
If there are any races I forgot, plese let me know.
Any more PrC or item ideas?

Last edited by The Antigamer; 2011-01-08 at 05:06 PM.

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Re: Redwall

Wouldnt Frogs have a too horrible Int score to be a race? And I hues syou could do Painted Ones, but that might be dificult...

Frogs might not be entirely PC-worthy, but toads are definitely an intelligent race.

As for painted ones, weren't they like pygmy rats? Or were they normal sized rats? I forget. I could do them though. I had to run off in the middle of my editing in races earlier, but I'll be back later tonight posting them from my word file on my computer.

Last edited by The Antigamer; 2011-01-08 at 08:23 PM.

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Re: Redwall

Frogs might not be entirely PC-worthy, but toads are definitely an intelligent race.

OK. (Can't really remember which books have had Toads.)

Originally Posted by The Antigamer

As for painted ones, weren't they like pygmy rats? Or were they normal sized rats? I forget. I could do them though. I had to run off in the middle of my editing in races earlier, but I'll be back later tonight posting them from my word file on my computer.

I'm not sure about the Painted Ones myself. I think they've been differet creatures in different books... (don't take my word for it though.)

Re: Redwall

It's getting late, I'll finish up the +0 LA Mammals tomorrow. I plan to do a monster class for badgers and other LA +1 races. The birds are all going to be at least LA + 1, since they can fly.
Ideas to help differentiate the vermin races are still needed. Well, all of my questions are still up for answering, but the vermin will be coming up tomorrow.

Right now, stoats are going to be better fighters than weasels or ferrets, weasels are going to excel at escaping, and ferrets are going to be quick and dexterous, probably with throwing bonuses. Foxes and rats could probably use some more flavorful abilities.

Last edited by The Antigamer; 2011-01-09 at 05:29 AM.

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Re: Redwall

Okay so are horses going to be much larger? Redwall's perspective on animals isn't consistent (I've read most of the books).

Anthropomorphizing animals isn't the problem, it's keeping the sizes relative to one another.

I'd recommend that the animals keep their sizes Diminutive or Tiny unless you specifically note that in a Redwall campaign all animals increase in size.

Debby

The point is that all the animals are around human size
In the books, there's not much difference in size between a hedgehog and a hare, but hedgehogs are much smaller in real life. Making everyone in the world tiny or diminutive is not the plan. And I have no plan to include the horse Cluny uses.

Originally Posted by AtlanteanTroll

Horses aren't in Redwall. (Hasn't read a knew one snce the one with the Wolverine.)

Well yeah. Mice are human child sized, and Badgers are pushng Large.

Also, I find this:

Inaccurate. I remember two Hedgehogs hugging eachother and them getting hurt. Probably non-lethal damage, but w/e.

As pointed out, there is one horse in redwall, but Jacques himself said it was a mistake, and horses are never heard from again. I guess the spikes thing is true, I'll edit it out.

Originally Posted by radmelon

This looks interesting. If done well, it could be very good.

There was a horse in the original book. It was gigantic compared to the rats.

Thanks, glad you're intrigued.

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Re: Redwall

There, all the common mammals are done for now. Working on the uncommon ones.

I think stoats need some work, and I'm trying to decide whether hares should get a bonus to both dexterity and charisma as they do now, or if I should cut one.

I also need to figure out languages. Everyone seems to understand one another in the series, with the language variations I can think of being Common, Molespeech, Sparra, Toad, Flitchaye, and Pygmy Shrew. Should I keep that aspect, or add more languages to bring it more in line with d&d?

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Re: Redwall

There, all the common mammals are done for now. Working on the uncommon ones.

You are a good man.

I think stoats need some work, and I'm trying to decide whether hares should get a bonus to both dexterity and charisma as they do now, or if I should cut one.

I'd let it go. A Though I think it may be more suted to have an Int penatly then a Wis one.

I also need to figure out languages. Everyone seems to understand one another in the series, with the language variations I can think of being Common, Molespeech, Sparra, Toad, Flitchaye, and Pygmy Shrew. Should I keep that aspect, or add more languages to bring it more in line with d&d?

I'd let it go. (Im a broken record.) Though Snakes could probably have their own language.

Re: Redwall

There, all the common mammals are done for now. Working on the uncommon ones.

I think stoats need some work, and I'm trying to decide whether hares should get a bonus to both dexterity and charisma as they do now, or if I should cut one.

I also need to figure out languages. Everyone seems to understand one another in the series, with the language variations I can think of being Common, Molespeech, Sparra, Toad, Flitchaye, and Pygmy Shrew. Should I keep that aspect, or add more languages to bring it more in line with d&d?

I think the animal languages should all be variations of Common, just a bunch of heavy accents. It's more for flavor than for anything else, even in the books.

I hadn't realized the horse was a mistake in the book. It makes sense if the animals are supposed to be comparable to human sizes.

Re: Redwall

I think the animal languages should all be variations of Common, just a bunch of heavy accents. It's more for flavor than for anything else, even in the books.

I hadn't realized the horse was a mistake in the book. It makes sense if the animals are supposed to be comparable to human sizes.

Debby

Yeah, Redwall was meant to be a one-off, IIRC, and he turned it into a series, but the initial book has some discrepancies from the rest of the series. I mentioned the Beaver, which never appeared again because Jacques decided he only wanted animals native to the UK in the series, and the horse was literally gigantic, hauling a cart with hundreds of rats.

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Re: Redwall

Originally Posted by The Antigamer

Yeah, Redwall was meant to be a one-off, IIRC, and he turned it into a series, but the initial book has some discrepancies from the rest of the series. I mentioned the Beaver, which never appeared again because Jacques decided he only wanted animals native to the UK in the series, and the horse was literally gigantic, hauling a cart with hundreds of rats.

Do the beeaver anyway. And wolverines are native to the UK? (This brings back memories of RPGing with my friend. It was basically Australian Red Wall. Kangaroos instead of Badgers. Platipi isnstead of Otters. Tazmanian Devils instead of Rats. It was epic.)

Re: Redwall

If there's anything you need or want a hand with let me know, otherwise I'll be watching this closely.

Thanks! I think I've posted most of the questions I have for now. I could use some feedback on the vermin races, and some more item ideas.

Originally Posted by AtlanteanTroll

Do the beeaver anyway. And wolverines are native to the UK? (This brings back memories of RPGing with my friend. It was basically Australian Red Wall. Kangaroos instead of Badgers. Platipi isnstead of Otters. Tazmanian Devils instead of Rats. It was epic.)

I'll think about it, but it's down on the priority list. Wolverines aren't native, but they were the main villains in one book, travelling from the far, far north. They're supposed to be the most powerful intelligent mammals out there.

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